AzzurrA (DayZ)
Members-
Content Count
21 -
Joined
-
Last visited
Community Reputation
2 NeutralAbout AzzurrA (DayZ)
-
Rank
Scavenger
-
AzzurrA (DayZ) started following GUIDE Properly setting up your graphics for proper optimization., Private hive with custom loot table, Russian Tetris Cow and and 7 others
-
Your cow appears undernourished and in need of milking...
-
-
How battle eye DESTORYED my Heli and my squad..
AzzurrA (DayZ) replied to Sethen's topic in DayZ Mod General Discussion
Had this happen to 6 of us once at NWAF... pilot got kicked for 'battleye script exception #55' or something similar... luckily we weren't that high, and we 'crash landed' on the runway, just causing large amounts of damage to the chopper... so we ran around for the next 45 minutes trying to find parts to fix it, until we eventually all got taken out by a hostile squad that had moved in during that time... epic fail on battle-eye's behalf! -
Do NOT Buy / Play DayZ!!!
AzzurrA (DayZ) replied to lukepeterhodgson@gmail.com's topic in DayZ Mod General Discussion
Hrm, is it bad that i laughed? -
I did a search but couldn't really see anything related to this, so I thought I would put this out there... 'To me', I believe it to be a fairly simple tweak, but obviously I haven't seen the code myself... When you currently throw a grenade, zombies seem to aggro from quite a large distance away (which is fine) however the zombie aggro currently seems to come back to the person who threw the grenade, and not to the point of the explosion itself to investigate the sound, even if the explosion was 40 - 50m away... This isn't realistic in that they wouldn't know the point of origin for the grenade throw, they'd only know where the explosion was... Would it be possible to implement a similar 'investigate' routine, similar to that used when you throw a tin can/bottle/smoke grenade, where the zombie will investigate the actual explosion, rather than the originating source? Anyway, just thought i'd put my 2 cents in! Cheers, Azz
-
Congratulations... you killed an unarmed new spawn... :rolleyes:
-
LEETE Haxor,... footage of me playing and then some douchebag using a teleport hack script to make everyone appear in the same place
AzzurrA (DayZ) replied to A.Jones's topic in DayZ Mod Gallery
Happened to me twice last night - on NZ 19 and US 766 Edit: Should also mention that the hacker on NZ 19 was flying around in a chopper about 30 minutes before the teleport -
M16A4 ACOG vs M4A3 CC0
AzzurrA (DayZ) replied to Fraggle (DayZ)'s topic in DayZ Mod General Discussion
M14, not M4... M14 uses DMR mags -
M16A4 ACOG vs M4A3 CC0
AzzurrA (DayZ) replied to Fraggle (DayZ)'s topic in DayZ Mod General Discussion
Torch works... I've used the acog and the Cco... Different rifles for different purposes... Acog is more of a longer range rifle, (out to 800m) while the cco is more suited to close in engagements due to no zoom and full auto -
Maximize Frame Rate On DayZ and Arma2 - Low Frames Fix
AzzurrA (DayZ) replied to MorninAfterKill's topic in DayZ Mod Gallery
Ok, so i tested this out over a few hours last night, and it hasn't really changed my FPS much when compared to what it was previously... The other issue that i encountered is that my gfx card was hitting 90+ degrees, however, not sure if that was due to this change or if it was something completely unrelated... -
Maximize Frame Rate On DayZ and Arma2 - Low Frames Fix
AzzurrA (DayZ) replied to MorninAfterKill's topic in DayZ Mod Gallery
I'm using a GTX285 (yeah yeah, its a dinosaur, I know) -
Maximize Frame Rate On DayZ and Arma2 - Low Frames Fix
AzzurrA (DayZ) replied to MorninAfterKill's topic in DayZ Mod Gallery
Have changed these settings and quickly logged in... seemed to notice about a 10fps increase in the few seconds that I was logged in for... will give this a more thorough test tonight... Thanks for the info! -
GUIDE Properly setting up your graphics for proper optimization.
AzzurrA (DayZ) replied to JESUSARIUS REX (DayZ)'s topic in New Player Discussion
Subscribed, so I can try later tonight -
Experimental 1.7.2.1 test patch
AzzurrA (DayZ) replied to Ander (DayZ)'s topic in Mod Announcements & Info
Just played 1.7.2.1 with 94876 for the last ~3 hours... seemed to work perfectly ok for me? -
Experimental 1.7.2.1 test patch
AzzurrA (DayZ) replied to Ander (DayZ)'s topic in Mod Announcements & Info
will there be a new thread posted with links etc?